Animation Editing

Language: JP EN DE FR
2010-09-08
New Items
users online
Forum » FFXI » Dat Modding » Animation editing
Animation editing
Offline
Posts: 272
By Sylvebits 2026-04-02 20:44:18
Link | Quote | Reply
 
Helllloooo,

Been trying to figure out how to edit or work with animations swapping. Specifically, I have been trying to swap Mumor II's white mage casting animations with Hume Fs. Ive found the beginning, middle, and end animations from both dats (58 for Hume F, 124 for Mumor II) with altanaviewer, but have been struggling to use VRS or other tools to attempt transplanting the animations. There's not much literature at all on the internet anymore, so I'm not sure if it's even possible.
 Asura.Aamace
Offline
Server: Asura
Game: FFXI
User: Aamace
Posts: 35
By Asura.Aamace 2026-04-02 23:29:37
Link | Quote | Reply
 
Hello - I gave it a shot. Unfortunately, Mumor II uses a unique skeleton structure (unlike regular Mumor), and her animations end up being incompatible with Hume F.

I'm not familiar with VRS or the other tools, but it seems like it would be quite hard (or at least very time consuming) to translate the animations across different skeleton-types. I imagine that joint re-mapping could work in this specific case, since the skeletons look fairly similar, but I'm not sure.
[+]
Offline
Posts: 272
By Sylvebits 2026-04-04 07:26:35
Link | Quote | Reply
 
Yeaaaaa... it's a lot more complex then I thought it would be when I started though. It's tough since it seems the dat modding scene never reached that point, or atleast not to a point where it was a known technique in the modding scene.
Offline
Posts: 272
By Sylvebits 2026-04-26 12:49:29
Link | Quote | Reply
 
Having spent a little time now going over Hume F and Mumor IIs skeleton. I think the trouble is Hume F operates top and bottom half movements separately, where Mumor II is one cohesive skeleton. Luckily I think they nice have the same amount of bones, as far as I’ve been able to map.

Would trying to hexedit the mapped bones after figuring out where the split in top/bottom animations occur be an option?

Edit: wanted to add that Mumor I i believe has the same structure as Hume F which could help with mapping.
Offline
Posts: 5628
By RadialArcana 2026-04-26 16:14:46
Link | Quote | Reply
 
The skeletons are different, which is the main problem.

Mumor2 even has boob movement, more hair points etc Even the animation where she spins her weapon are from custom skeleton points.



This is trust mumor 2 and 1.

I remember someone updated the skeleton of their character for a mod that had a revolving part of a weapon and someone else added boob animations, but that was a lot of work and this is way more complicated.
Online
Posts: 27
By alloy 2026-04-26 19:41:48
Link | Quote | Reply
 
Yeah just assume that npc and pc animations are not directly compatible because the skeletons on the npc tend to be custom to that npc, unless we were able to load the animations into something like blender to retarget them to the pc skeleton your only choise is to hand animate it in vrs... Is that even possible?? Why go through the pain.. lol
Offline
Posts: 202
By zeta 2026-04-26 21:22:39
Link | Quote | Reply
 
I always wanted Hume F animations for Mithra but hear it isn’t possible.
Log in to post.